Showing Posts For LUST.7241:

[Engineer] Flamethrower Skill Concerns

in Profession Balance

Posted by: LUST.7241

LUST.7241

I love using the Flamethrower; but even though I base my build around it and clocked many hours effectively using it… there are concerns.

  • Why does [Flame Jet] do 10% more damage to burning foes…but only burn for 1s after a 2.25s channel?
  • Why does [Flame Blast]’ Detonation not count as a Blast Finisher?
  • Why does [Flame Blast]’s explosion not count as an Explosion?
  • Why doesn’t [Flame Blast]’s roll burn foes for even a second?
  • Why, even when spec’d into everything to make the Flamethrower do more direct damage, FT still falls short in damage compared to a traitless/boonless Bomb/Grenade Kit? Not a huge deal, but the damage difference is pretty significant if Bomb/Grenade are traited.
  • Why was [Incendiary Ammo] nerfed to a point where it has a sixty second cooldown and a forty-five second use time, but only effects the next three attacks?

Again these are just concerns. The flamethrower does have it’s perks and I don’t hate on it. Just tiny things that seem overlooked in the many changes Flamethrowers have had.

(edited by LUST.7241)

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: LUST.7241

LUST.7241

Yay! Dungeon Rewards are STILL bugged.
Bring on Day 7! <3

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: LUST.7241

LUST.7241

Great. You distributed the patch AFTER the daily reset AGAIN.
Waiting ANOTHER day to do dailies and get chests. WONDERFUL.

-.-
Seriously, this week has been bloody unrewarding in a literal sense. Glad I missed out on every boss, dungeon, daily, guild commendation, etc. for a week only for a “Oh well, wait one more day until it actually comes into effect (but we can’t guarantee it).”

Anyway, thanks for the patch (finally). Can’t wait to actually gain something at the end of things.

P.S. Everything is still bugged! Yay!

(edited by LUST.7241)

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: LUST.7241

LUST.7241

So while the unbugged get richer and richer, I have to choice to stay where I am, grow poorer, farm (and likely uninstall because I’m farming), or just stop playing.

What a good trade-off.
I’m glad I’m going to miss 6 days worth of dungeon gold, a week of guild commendations, a 6 days of dailies, 6 days of world bosses, a number of fractals, WvW chests, PvP rewards, etc… with one thing to show for it: My offline status.

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: LUST.7241

LUST.7241

I have finished every Dungeon path 2 days ago except Arah P4.
I did them all again now and yesterday (except Arah P4). I missed out on how much gold?
A lot (including boss chests).

Can’t even get guild commendation chests or WvW. This is annoying.

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: LUST.7241

LUST.7241

Talking the chests that show up above your map and after you kill a boss, complete a dungeon daily, doing a guild commendation, Daily, champion, event, etc. etc.

Restarted and repaired…nothing.
Got them yesterday (dungeons) but nothing after the hotfix earlier… Was checking to see if dailies (for dungeons) reset at a different time ALL day and have yet to get a fresh chest.

Few people in one of my guilds have complained about guild commendation chests as well. What’s going on!

I had 40 gold and I felt poor

in Guild Wars 2 Discussion

Posted by: LUST.7241

LUST.7241

One of my guildmates bought a Precursor for 60g last year…
They are over 500g+ now.

Feedback/Questions: Legendaries in Wardrobe

in Guild Wars 2 Discussion

Posted by: LUST.7241

LUST.7241

I can’t wait to pretend I have a legendary and see the TP prices go up for no reason.

Refund on Existing Outfits

in Guild Wars 2 Discussion

Posted by: LUST.7241

LUST.7241

It’s pretty scumbaggish for them to change this. Yes, it’s good for the future…but were talking about people who spend tens to hundreds of dollars to buy gem store skins and transmutation crystals just to get a look they like.

…and even if they apparently do this a second before April 15th: They lost money they could have used elsewhere.

Profession-Specific Armor

in Guild Wars 2 Discussion

Posted by: LUST.7241

LUST.7241

Suggested a very few times before…but it’s questionable any progress on the idea has been made.

Basically, Profession-Specific Armor that works with using the Profession Trainers found in main cities. Divided into three tiers (like cultural armor) and instead of holding stats: They are skins.

Not cheap…but definitely makes professions look unique rather than all the potential same.

Full rundown of thoughts: reddit post about this

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241


Explosives – Synaptic Overload : Can 3s of quickness whenever you hit an opponent with a knockback skill. (20s CD)

Firearms – Bunker Down : Whenever you critically hit, you create a proximity mine at your feet. Mines have a 10s duration, 2s CD.

Investions – Fortified Turrets : When placing a turret, it gains a reflective shield for 4s. Shield disappears if it’s picked up or destroyed.

Alchemy – Experimental Turrets : Turrets apply boons in a 600 radius every 10s. Thumper – 3s protection, Net – 10s of swiftness, Rifle – 5s of fury, Healing – 3s of vigor, Rocket – 3s of retaliation, Flame – 3s of might.

Tools – Gadgeteer : Gadgets grant boons on use. AED – 3s retaliation, Battering Ram – 5s of fury, Rocket Boots – 4s of vigor, Slick Shoes – 8s of regen, Throw Mine – 6s of aegis, Goggles – 8 might for 5s.

~http://www.reddit.com/r/Guildwars2/comments/210u5t/all_new_traits_here_from_the_stream/

Gadgeteer and and Experimental Turrets seem very useful in PvP/WvW, turrets seem a bit better for PvE. Other than that, I’m not that pleased. ;/

(edited by LUST.7241)

[Engineer] Build-Diversity Update

in Profession Balance

Posted by: LUST.7241

LUST.7241

“The focus for engineer in this update is to increase their build diversity, allowing for a few more power-oriented styles and increased team support. Engineers will find that there have been quite a few bug fixes for their turrets, as well as new trait functionality to help support your team with them. A few skills like the A.E.D. are having their cast time reduced in order to make them easier to execute in battle.”
~ https://www.guildwars2.com/en/news/runes-sigils-and-balance-updates/

We are already diverse as it is… Or at least I’d say so myself. Does this “more power-oriented styles and increased team support” mean better stat scaling for all our kits and stuff?

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241

It could be OMG amazing. Really. What if you or team mates could stand under the bubbles? It works on healing turrets and the supply crate turrets.

What is the frequency of the bubble?

We seriously don’t know enough to be happy or sad for any class. What is exciting is seeing the scope of the work ANET has done.

I might add that I had the same feeling when they featured Engineers (http://www.youtube.com/watch?v=uomx7z0KIIs). Sounds great on paper, looks cool in videos…but when it came down to in-game execution: tears were shed.

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241

What difference does it make? We are getting 5 new grand master traits.

What amazes me is that the “IN” thing to do is make a post that offers no ideas, or interesting discussion, simply to complain and moan about which skill they mentioned.

Turrets have had great demand for fixes and changes. It is very reasonable that they would highlight them. While threads with no actual purpose or direction to positively influence discussion, such as this one, bring a dark shadow to over otherwise highlighted and positive changes. People making threads such as these should be ashamed of themselves.

Whether or not it is an, and I quote “incredibly interesting trait” is subjective, and I for one think it has potential to be very interesting indeed.

My concern that it really doesn’t say or discuss any of the issues in using turrets. We are either going to get more blog posts about turrets (like boatload of needed fixes) and ignoring every other kit or just nothing.

They could have/should have at least put in more effort into this specific turret feature rather than say “look another turret trait.” Yes, it’s early…but really, the information given in comparison to other (more stable classes) is saddening.

Let’s be honest: The IN thing to do is have Engineers and Rangers frowned on for life.

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241

Guardian one is pretty boring too. Big boost, but really boring.

I don’t think 4 second reflect bubbles on a 15 second cooldown will be bad, especially since most engies still pack Healing Turret as their heal skill and SD builds use Rifle Turret. Plus, this trait enhances the only elite than engies ever use anyhow.

Suitable for all builds? Not really, but I do think it will be better than you are giving credit for.

Seems like they want Engineer Turret-builds to be PvE…you know since they take aggro like nobody’s business. x)

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241

Arrows move faster = interesting?

are we on the same planet

Okay, I’ll admit. Both the Engineer and Ranger featured trait is a slap in the face.

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: LUST.7241

LUST.7241

Engineers will be getting additional support and survivability with their new turret trait, Fortified Turrets, which is part of the Inventions line. Each time an engineer with Fortified Turrets equipped spawns a new turret, that turret receives a defensive bubble that reflects projectiles for four seconds. This works with all turrets, including the Supply Crate.
~ https://www.guildwars2.com/en/news/traits-unleashed-forty-new-traits-and-more/

So while all the other classes (except rangers too) get incredibly interesting trait additions featured… Engineers get Turrets featured. Out of all our kits… Turrets are the most interesting.

Unless Engineers are getting an easier day kiting their butts off (only to be even harder because the Mesmer trait addition), I hope to see turrets to actually be a threat rather than a complete waste of space. Not like the new grandmaster traits for other classes make it easier for us. :C

WTB more info.

(edited by LUST.7241)

[PvP,WvW][Engineer] Survivability Suggestions

in Engineer

Posted by: LUST.7241

LUST.7241

Again, these are just some ideas (little bits at a time). Non-spam Engineers can be the skillset of choice to counter other stronger and more dominant classes. You really don’t see a lot of engineers (if any) in large GvGs and you’ll hardly pay attention to them outside the small groups they excel in (because large groups just trample over everything they offer).

I like seeing more Direct Damage oriented engineers in WvW and sPvP…but they just are too weak to contend with really and require a ton of skill, kiting, etc. to be effective…when other classes are way more effective in way less time.

[PvP,WvW][Engineer] Survivability Suggestions

in Engineer

Posted by: LUST.7241

LUST.7241

Stabilized Armor (Inventions IV):

  • Current: Damage Reduced by 20% when knocked down or stunned
  • Idea: Damage Reduced by 20% when knocked down or stunned and grants stability for 5s (45-second cooldown)
  • Reason: So easy for people to chain knockdowns and stuns and why is the trait called Stabilized Armor when it actually does nothing when you are knocked down for 3s get up and be knocked down again. Engineers are easy basketballs.

Energized Armor (Inventions V):

  • Current: Gain power based on toughness (7%)
  • Idea: Gain power based on toughness and vitality (10%)
  • Reason: Non-condition builds, Non-Grenade builds, and/or Non-Bomb builds are extreme glass cannons.

Inventions 15 Passive (Automated Medical Response)

  • Current: Heal skills recharge when struck below the health threshold (25% hp, 90-second cooldown)
  • Idea: 30-second cooldown on the recharge
  • Reason: Not only do our heal skills have a cast time, they also have a fairly long cooldown. More often than not, you can’t always use a health skill before getting almost instantly dropped to 25% making the passive a waste.

Alchemy 5 Passive (Hidden Flask)

  • Current: Drink an Elixir B when struck below the health threshold (75%, 90s Cooldown)
  • Idea: Hidden Flask also contains a minor heal amount and grants Protection or Stability or Lower Hidden Flask Cooldown
  • Reason: Swiftness(39s) is practically unseen in combat and in sPvP/WvW getting below 75% is very easily hit making it a waste because of the cooldown

Alchemy 15 Passive (Transmute)

  • Current: Incoming conditions have a chance to convert into boons
  • Idea: Incoming conditions have a chance to convert into boons, applied conditions duration is reduced, and condition damage taken is reduced
  • Reason: Mesmers, Elementalists, Necros, and maybe even Nade/Bomb engineers can apply conditions like nothing.

Inventions 5 Passive (Low-health Response System)

  • Current: Gain regeneration when you are struck while below the health threshold (25% HP, Regen for 13s)
  • Idea: Regen is stronger and faster
  • Reason: Once engineers are under 25% HP, that lengthy regen will only help them if they are practically escaping

Smoke Vent (Flamethrower Activated Skill)

  • Current: Vent Smoke from your flamethrower, blinding nearby foes (20-second cooldown, 180 radius)
  • Idea: Vent smoke from your flamethrower, blinding nearby foes and revealing hidden foes (20-second cooldown, 360 radius, range 300)
  • Reason: Engineers can be a very useful anti-invisible tool, as in, people would want them to be near

Napalm (Flamethrower Activated Skill)

  • Current: Burn foes with a wall of napalm at the target location
  • Idea: Foes that are in the field are not only burned, but are either blinded, confused, or Dazed
  • Reason: This wall is extremely avoidable and being in the field is hardly a threat.

Magnetic Shield (Shield off-hand activated skills)

  • Current: Create a magnetic field that reflect projectiles and can be released to push back foes (30-second cooldown, 180 radius, 300 knockback)
  • Idea: Being able to move and have this on
  • Reason: Noticed certain PvE mobs have this same sort of shield but they are able to move with it on… Why can’t engineers do the same?

Rocket Boots

  • Current: Fly forward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
  • Idea: Leaves a smoke trail that blinds or dazes enemies (5s trail duration)
  • Reason: Solely used as an escape but has no damage benefit really. Least it can do is be used offensively so the foe tries to escape rather than chase. The F2/F3/F4 is called Rocket Kick which kick attack burns foes in a 300 range…that’s useful to jump back into combat with this change and can also be given the ability to push back foes (so they can be kicked into the trail left behind by Rocket Boots)

Slick Shoes/Super Speed

  • Current: [Slick Shoes] Spray oil behind you, knocking down foes (60-second cooldown, 3 second duration). [Super Speed] Run at double speed (45-cooldown)
  • Idea: Shorter cooldown or longer duration
  • Reason: Solely used as an escape (not a great one) but can be a really interesting offensive skill…sadly the duration and cooldown are way too short to be a threat

(edited by LUST.7241)

[PvP,WvW][Engineer] Survivability Suggestions

in Engineer

Posted by: LUST.7241

LUST.7241

Disclaimer: These are suggestions to help engineers who don’t use condition builds, don’t use the Grenade or Bomb Kit, and want to explore the Trait tree to find a way to survive and be useful

I been looking through all the traits on an Engineer as playing an Engineer and facing them (non-nade/bomb spam ones) and see they are very easily beaten no matter how hard they kite because of the skills other classes can use. They do have a ton of escapes and such, but people forget they can’t have all their skills on their hotbar.

Those non-nade/bomb engineers focus on direct damage rather than conditions and while that isn’t a problem in PvE it sort of is in sPvP/WvW because they are so easily evaded and interrupted. I want them to be a challenge rather than a free kill (in large groups rather than small like in WvW or GvG).

Now these ideas are really just focused on helping them survive (non-condition building engineers). Engineers have a lot of skills they are able to use through Pistol+Shield, Pistol+Pistol, Rifle, or any weapon kit…but that’s the problem: They have so many useful skills but having the time to use them is problematic. I hope to suggest something to help non-spam engineer pride (as they are way more interesting to contend with).

Character Names

in Guild Wars 2 Discussion

Posted by: LUST.7241

LUST.7241

There were names I had dear to me during the beta that was stripped away from me like nothing during early access by people who have not touched the game since that day.

Do I mind it? Not really. Plenty of clever names to make and live with.

For example:

  • Guy1 wants the name “Poop” but it is taken, Guy1 shouldn’t cry about it… make “Poop the Charr” and be happy. x)

My guild doesn’t have the same name as they do in other games…but that didn’t stop them. So in all fairness, while you can’t be “Poop” you can still be “Poop the Charr”. And while I’d love to have my original choice of names… I’m still the same person nonetheless.

**Spoilers** Nowhere to hide....

in Battle for Lion’s Arch - Aftermath

Posted by: LUST.7241

LUST.7241

Spinal Back Anet please fix the animation.

in Battle for Lion’s Arch - Aftermath

Posted by: LUST.7241

LUST.7241

I want a " /float " emote exclusive to Spinal holders (can only be triggered if you have one equipped).

I guess any back item really that is representative of “wings”. x)

Seriously ? Liberator of Lion's Arch chest

in Battle for Lion’s Arch - Aftermath

Posted by: LUST.7241

LUST.7241

Sooooo, I managed to have the chest just now and I opened it aaaaaand….. I got a scroll of Knowledge, a crappy gold and 3 obsi.

And I’m like, what the hell ? We’ve been chasing her for a year, we saved the Arch FOR THIS ? FOR THIS REWARD ? Not even a little skin ? wtf is wrong Anet and the loots?

I’m not even asking for something valuable or very rare, but I feel this is just not right

You forget that some people may have not done everything leading up to this event.
Sure the loot isn’t great…but given what can be dropped from that chest and what the mobs can too…it’s pretty fair.

They really need to fix the loot bug (hotfix didn’t work for tons) and the hologram having infinite immunity.

"Nowhere to Hide" Achievement

in Battle for Lion’s Arch - Aftermath

Posted by: LUST.7241

LUST.7241

If any Engineer wants to know how:
http://www.youtube.com/watch?v=S9RQcMmohNE

Your finisher works when the bar is 70% filled, however mine needs the 100% and so it’s impossible to me to do it in time. Why? I’m rabbit rank, not deer, might be that?

There is nothing special about the finisher (I used Rabbit because it’s the cutest).
Elixir U gives Quickness (skills and actions reduced by 50%) which effects the Finisher by making it go 50% faster.

Scarlet is already down, its just a matter of getting to her and trigger the “finisher”.
And as far as I know, PvP rank does not effect the time it takes to finish an opponent.

"Nowhere to Hide" Achievement

in Battle for Lion’s Arch - Aftermath

Posted by: LUST.7241

LUST.7241

If any Engineer wants to know how:
http://www.youtube.com/watch?v=S9RQcMmohNE